Tiiwh
Junior Member
Posts: 47
Threads: 6
Joined: Nov 2011
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Crowbar Issue (Almost there!)
Hi
So I am having a bit of a problem with my crowbar that is supposed to unlock a door and then shut it open. I know there is a lot of threads of people having crowbar issues, but I have read every single one I have found but it still doesn't work the way I want. I have come to the point where I can put the crowbar between the wall and the door, but then it just unlocks itself BEFORE I have pulled it to the script area. And the crowbar just stays there in the door and I can open it, I want to drag it and then make the door open, also the sound of the door being unlocked is also appearing to fast. Please help me with this
Here is my script about the crowbar:
void OnStart()
{
StopMusic(0, 1);
AddEntityCollideCallback("Player", "Locked_Desktop_Area", "GetDesktopQuest", true, -1);
AddEntityCollideCallback("Player", "Sound_Area1", "GetSound_Area1", true, 1);
AddTimer("Water_Objects", 0.01, "FloatObjects");
AddUseItemCallback("", " crowbar_1", " prison_locked", " CrowbarOnDoor", true);
AddEntityCollideCallback(" crowbar_joint_1", " door_script_1", " crowbarfunc", true, 1);
}
void CrowbarOnDoor(string &in asItem, string &in asEntity)
{
SetEntityActive(" crowbar_joint_1", true);
SetSwingDoorLocked(" prison_locked", true, false);
PlaySoundAtEntity("", "unlock_door", " prison_locked", 0, false);
RemoveItem(" crowbar_1");
}
void crowbarfunc(string &in asParent, string &in asChild, int alState)
{
SetPropHealth(" prison_locked", 0.0f);
SetEntityActive(" crowbar_joint_1", false);
SetEntityActive(" crowbar_dyn_1", true);
}
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Please help ~
(This post was last modified: 03-01-2012, 02:57 PM by Tiiwh.)
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01-01-2012, 05:35 PM |
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flamez3
Posting Freak
Posts: 1,281
Threads: 48
Joined: Apr 2011
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RE: Crowbar Issue (Almost there!)
The reason the door is unlocking too early is because the script tells it to.
void OnStart()
{
StopMusic(0, 1);
AddEntityCollideCallback("Player", "Locked_Desktop_Area", "GetDesktopQuest", true, -1);
AddEntityCollideCallback("Player", "Sound_Area1", "GetSound_Area1", true, 1);
AddTimer("Water_Objects", 0.01, "FloatObjects");
AddUseItemCallback("", "crowbar_1", "prison_locked", "CrowbarOnDoor", true);
AddEntityCollideCallback("crowbar_joint_1", "door_script_1", "crowbarfunc", true, 1);
}
void CrowbarOnDoor(string &in asItem, string &in asEntity)
{
SetEntityActive("crowbar_joint_1", true);
RemoveItem("crowbar_1");
}
void crowbarfunc(string &in asParent, string &in asChild, int alState)
{
SetPropHealth("prison_locked", 0.0f);
SetEntityActive("crowbar_joint_1", false);
SetEntityActive("crowbar_dyn_1", true);
PlaySoundAtEntity("", "unlock_door", "prison_locked", 0, false);
}
Use that. Is it telling you any fatal errors? Or is it just not working right?
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01-01-2012, 05:41 PM |
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Tiiwh
Junior Member
Posts: 47
Threads: 6
Joined: Nov 2011
Reputation:
1
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RE: Crowbar Issue (Almost there!)
It's just not working right that's it, it doesn't crash or anything.
Anyway, thanks! I will let you know if it still doesnt work.
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01-01-2012, 11:24 PM |
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